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    # SPDX-License-Identifier: GPL-2.0-or-later
    
    """"Nodes based User interface for shaders exported to POV textures."""
    import bpy
    
    from bpy.utils import register_class, unregister_class
    from bpy.types import NodeSocket, Operator
    from bpy.props import (
        StringProperty,
        FloatVectorProperty,
    )
    import nodeitems_utils
    from nodeitems_utils import NodeCategory, NodeItem
    
    # ---------------------------------------------------------------- #
    # Pov Nodes init
    # ---------------------------------------------------------------- #
    # -------- Parent node class
    class ObjectNodeTree(bpy.types.NodeTree):
        """Povray Material Nodes"""
    
        bl_idname = "ObjectNodeTree"
        bl_label = "Povray Object Nodes"
        bl_icon = "PLUGIN"
    
        @classmethod
        def poll(cls, context):
            return context.scene.render.engine == "POVRAY_RENDER"
    
        @classmethod
        def get_from_context(cls, context):
            ob = context.active_object
            if ob and ob.type != 'LIGHT':
                ma = ob.active_material
                if ma is not None:
                    nt_name = ma.node_tree
                    if nt_name != "":
                        return nt_name, ma, ma
            return (None, None, None)
    
        def update(self):
            self.refresh = True
    
    
    # -------- Sockets classes
    class PovraySocketUniversal(NodeSocket):
        bl_idname = "PovraySocketUniversal"
        bl_label = "Povray Socket"
        value_unlimited: bpy.props.FloatProperty(default=0.0)
        value_0_1: bpy.props.FloatProperty(min=0.0, max=1.0, default=0.0)
        value_0_10: bpy.props.FloatProperty(min=0.0, max=10.0, default=0.0)
        value_000001_10: bpy.props.FloatProperty(min=0.000001, max=10.0, default=0.0)
        value_1_9: bpy.props.IntProperty(min=1, max=9, default=1)
        value_0_255: bpy.props.IntProperty(min=0, max=255, default=0)
        percent: bpy.props.FloatProperty(min=0.0, max=100.0, default=0.0)
    
        def draw(self, context, layout, node, text):
            space = context.space_data
            tree = space.edit_tree
            links = tree.links
            if self.is_linked:
                value = []
                for link in links:
                    # inps = link.to_node.inputs
                    linked_inps = (
                        inp for inp in link.to_node.inputs if link.from_node == node and inp.is_linked
                    )
                    for inp in linked_inps:
                        if inp.bl_idname == "PovraySocketFloat_0_1":
                            if (prop := "value_0_1") not in value:
                                value.append(prop)
                        if inp.bl_idname == "PovraySocketFloat_000001_10":
                            if (prop := "value_000001_10") not in value:
                                value.append(prop)
                        if inp.bl_idname == "PovraySocketFloat_0_10":
                            if (prop := "value_0_10") not in value:
                                value.append(prop)
                        if inp.bl_idname == "PovraySocketInt_1_9":
                            if (prop := "value_1_9") not in value:
                                value.append(prop)
                        if inp.bl_idname == "PovraySocketInt_0_255":
                            if (prop := "value_0_255") not in value:
                                value.append(prop)
                        if inp.bl_idname == "PovraySocketFloatUnlimited":
                            if (prop := "value_unlimited") not in value:
                                value.append(prop)
                if len(value) == 1:
                    layout.prop(self, "%s" % value[0], text=text)
                else:
                    layout.prop(self, "percent", text="Percent")
            else:
                layout.prop(self, "percent", text=text)
    
        def draw_color(self, context, node):
            return (1, 0, 0, 1)
    
    
    class PovraySocketFloat_0_1(NodeSocket):
        bl_idname = "PovraySocketFloat_0_1"
        bl_label = "Povray Socket"
        default_value: bpy.props.FloatProperty(
            description="Input node Value_0_1", min=0, max=1, default=0
        )
    
        def draw(self, context, layout, node, text):
            if self.is_linked:
                layout.label(text=text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
    
        def draw_color(self, context, node):
            return (0.5, 0.7, 0.7, 1)
    
    
    class PovraySocketFloat_0_10(NodeSocket):
        bl_idname = "PovraySocketFloat_0_10"
        bl_label = "Povray Socket"
        default_value: bpy.props.FloatProperty(
            description="Input node Value_0_10", min=0, max=10, default=0
        )
    
        def draw(self, context, layout, node, text):
            if node.bl_idname == "ShaderNormalMapNode" and node.inputs[2].is_linked:
                layout.label(text="")
                self.hide_value = True
            if self.is_linked:
                layout.label(text=text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
    
        def draw_color(self, context, node):
            return (0.65, 0.65, 0.65, 1)
    
    
    class PovraySocketFloat_10(NodeSocket):
        bl_idname = "PovraySocketFloat_10"
        bl_label = "Povray Socket"
        default_value: bpy.props.FloatProperty(
            description="Input node Value_10", min=-10, max=10, default=0
        )
    
        def draw(self, context, layout, node, text):
            if node.bl_idname == "ShaderNormalMapNode" and node.inputs[2].is_linked:
                layout.label(text="")
                self.hide_value = True
            if self.is_linked:
                layout.label(text=text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
    
        def draw_color(self, context, node):
            return (0.65, 0.65, 0.65, 1)
    
    
    class PovraySocketFloatPositive(NodeSocket):
        bl_idname = "PovraySocketFloatPositive"
        bl_label = "Povray Socket"
        default_value: bpy.props.FloatProperty(
            description="Input Node Value Positive", min=0.0, default=0
        )
    
        def draw(self, context, layout, node, text):
            if self.is_linked:
                layout.label(text=text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
    
        def draw_color(self, context, node):
            return (0.045, 0.005, 0.136, 1)
    
    
    class PovraySocketFloat_000001_10(NodeSocket):
        bl_idname = "PovraySocketFloat_000001_10"
        bl_label = "Povray Socket"
        default_value: bpy.props.FloatProperty(min=0.000001, max=10, default=0.000001)
    
        def draw(self, context, layout, node, text):
            if self.is_output or self.is_linked:
                layout.label(text=text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
    
        def draw_color(self, context, node):
            return (1, 0, 0, 1)
    
    
    class PovraySocketFloatUnlimited(NodeSocket):
        bl_idname = "PovraySocketFloatUnlimited"
        bl_label = "Povray Socket"
        default_value: bpy.props.FloatProperty(default=0.0)
    
        def draw(self, context, layout, node, text):
            if self.is_linked:
                layout.label(text=text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
    
        def draw_color(self, context, node):
            return (0.7, 0.7, 1, 1)
    
    
    class PovraySocketInt_1_9(NodeSocket):
        bl_idname = "PovraySocketInt_1_9"
        bl_label = "Povray Socket"
        default_value: bpy.props.IntProperty(
            description="Input node Value_1_9", min=1, max=9, default=6
        )
    
        def draw(self, context, layout, node, text):
            if self.is_linked:
                layout.label(text=text)
            else:
                layout.prop(self, "default_value", text=text)
    
        def draw_color(self, context, node):
            return (1, 0.7, 0.7, 1)
    
    
    class PovraySocketInt_0_256(NodeSocket):
        bl_idname = "PovraySocketInt_0_256"
        bl_label = "Povray Socket"
        default_value: bpy.props.IntProperty(min=0, max=255, default=0)
    
        def draw(self, context, layout, node, text):
            if self.is_linked:
                layout.label(text=text)
            else:
                layout.prop(self, "default_value", text=text)
    
        def draw_color(self, context, node):
            return (0.5, 0.5, 0.5, 1)
    
    
    class PovraySocketPattern(NodeSocket):
        bl_idname = "PovraySocketPattern"
        bl_label = "Povray Socket"
    
        default_value: bpy.props.EnumProperty(
            name="Pattern",
            description="Select the pattern",
            items=(
                ("boxed", "Boxed", ""),
                ("brick", "Brick", ""),
                ("cells", "Cells", ""),
                ("checker", "Checker", ""),
                ("granite", "Granite", ""),
                ("leopard", "Leopard", ""),
                ("marble", "Marble", ""),
                ("onion", "Onion", ""),
                ("planar", "Planar", ""),
                ("quilted", "Quilted", ""),
                ("ripples", "Ripples", ""),
                ("radial", "Radial", ""),
                ("spherical", "Spherical", ""),
                ("spotted", "Spotted", ""),
                ("waves", "Waves", ""),
                ("wood", "Wood", ""),
                ("wrinkles", "Wrinkles", ""),
            ),
            default="granite",
        )
    
        def draw(self, context, layout, node, text):
            if self.is_output or self.is_linked:
                layout.label(text="Pattern")
            else:
                layout.prop(self, "default_value", text=text)
    
        def draw_color(self, context, node):
            return (1, 1, 1, 1)
    
    
    class PovraySocketColor(NodeSocket):
        bl_idname = "PovraySocketColor"
        bl_label = "Povray Socket"
    
        default_value: FloatVectorProperty(
            precision=4,
            step=0.01,
            min=0,
            soft_max=1,
            default=(0.0, 0.0, 0.0),
            options={"ANIMATABLE"},
            subtype="COLOR",
        )
    
        def draw(self, context, layout, node, text):
            if self.is_output or self.is_linked:
                layout.label(text=text)
            else:
                layout.prop(self, "default_value", text=text)
    
        def draw_color(self, context, node):
            return (1, 1, 0, 1)
    
    
    class PovraySocketColorRGBFT(NodeSocket):
        bl_idname = "PovraySocketColorRGBFT"
        bl_label = "Povray Socket"
    
        default_value: FloatVectorProperty(
            precision=4,
            step=0.01,
            min=0,
            soft_max=1,
            default=(0.0, 0.0, 0.0),
            options={"ANIMATABLE"},
            subtype="COLOR",
        )
        f: bpy.props.FloatProperty(default=0.0, min=0.0, max=1.0)
        t: bpy.props.FloatProperty(default=0.0, min=0.0, max=1.0)
    
        def draw(self, context, layout, node, text):
            if self.is_output or self.is_linked:
                layout.label(text=text)
            else:
                layout.prop(self, "default_value", text=text)
    
        def draw_color(self, context, node):
            return (1, 1, 0, 1)
    
    
    class PovraySocketTexture(NodeSocket):
        bl_idname = "PovraySocketTexture"
        bl_label = "Povray Socket"
        default_value: bpy.props.IntProperty()
    
        def draw(self, context, layout, node, text):
            layout.label(text=text)
    
        def draw_color(self, context, node):
            return (0, 1, 0, 1)
    
    
    class PovraySocketTransform(NodeSocket):
        bl_idname = "PovraySocketTransform"
        bl_label = "Povray Socket"
        default_value: bpy.props.IntProperty(min=0, max=255, default=0)
    
        def draw(self, context, layout, node, text):
            layout.label(text=text)
    
        def draw_color(self, context, node):
            return (99 / 255, 99 / 255, 199 / 255, 1)
    
    
    class PovraySocketNormal(NodeSocket):
        bl_idname = "PovraySocketNormal"
        bl_label = "Povray Socket"
        default_value: bpy.props.IntProperty(min=0, max=255, default=0)
    
        def draw(self, context, layout, node, text):
            layout.label(text=text)
    
        def draw_color(self, context, node):
            return (0.65, 0.65, 0.65, 1)
    
    
    class PovraySocketSlope(NodeSocket):
        bl_idname = "PovraySocketSlope"
        bl_label = "Povray Socket"
        default_value: bpy.props.FloatProperty(min=0.0, max=1.0)
        height: bpy.props.FloatProperty(min=0.0, max=10.0)
        slope: bpy.props.FloatProperty(min=-10.0, max=10.0)
    
        def draw(self, context, layout, node, text):
            if self.is_output or self.is_linked:
                layout.label(text=text)
            else:
                layout.prop(self, "default_value", text="")
                layout.prop(self, "height", text="")
                layout.prop(self, "slope", text="")
    
        def draw_color(self, context, node):
            return (0, 0, 0, 1)
    
    
    class PovraySocketMap(NodeSocket):
        bl_idname = "PovraySocketMap"
        bl_label = "Povray Socket"
        default_value: bpy.props.StringProperty()
    
        def draw(self, context, layout, node, text):
            layout.label(text=text)
    
        def draw_color(self, context, node):
            return (0.2, 0, 0.2, 1)
    
    
    class PovrayPatternNode(Operator):
        bl_idname = "pov.patternnode"
        bl_label = "Pattern"
    
        add = True
    
        def execute(self, context):
            space = context.space_data
            tree = space.edit_tree
            for node in tree.nodes:
                node.select = False
            if self.add:
                tmap = tree.nodes.new("ShaderNodeValToRGB")
                tmap.label = "Pattern"
                for inp in tmap.inputs:
                    tmap.inputs.remove(inp)
                for outp in tmap.outputs:
                    tmap.outputs.remove(outp)
                pattern = tmap.inputs.new("PovraySocketPattern", "Pattern")
                pattern.hide_value = True
                mapping = tmap.inputs.new("NodeSocketVector", "Mapping")
                mapping.hide_value = True
                transform = tmap.inputs.new("NodeSocketVector", "Transform")
                transform.hide_value = True
                modifier = tmap.inputs.new("NodeSocketVector", "Modifier")
                modifier.hide_value = True
                for i in range(0, 2):
                    tmap.inputs.new("NodeSocketShader", "%s" % (i + 1))
                tmap.outputs.new("NodeSocketShader", "Material")
                tmap.outputs.new("NodeSocketColor", "Color")
                tree.nodes.active = tmap
                self.add = False
            aNode = tree.nodes.active
            aNode.select = True
            v2d = context.region.view2d
            x, y = v2d.region_to_view(self.x, self.y)
            aNode.location = (x, y)
    
        def modal(self, context, event):
            if event.type == "MOUSEMOVE":
                self.x = event.mouse_region_x
                self.y = event.mouse_region_y
                self.execute(context)
                return {"RUNNING_MODAL"}
            if event.type == "LEFTMOUSE":
                return {"FINISHED"}
            if event.type in ("RIGHTMOUSE", "ESC"):
                return {"CANCELLED"}
    
            return {"RUNNING_MODAL"}
    
        def invoke(self, context, event):
            context.window_manager.modal_handler_add(self)
            return {"RUNNING_MODAL"}
    
    
    class UpdatePreviewMaterial(Operator):
        """Operator update preview material"""
    
        bl_idname = "node.updatepreview"
        bl_label = "Update preview"
    
        def execute(self, context):
            scene = context.view_layer
            ob = context.object
            for obj in scene.objects:
                if obj != ob:
                    scene.objects.active = ob
                    break
            scene.objects.active = ob
    
        def modal(self, context, event):
            if event.type == "RIGHTMOUSE":
                self.execute(context)
                return {"FINISHED"}
            return {"PASS_THROUGH"}
    
        def invoke(self, context, event):
            context.window_manager.modal_handler_add(self)
            return {"RUNNING_MODAL"}
    
    
    class UpdatePreviewKey(Operator):
        """Operator update preview keymap"""
    
        bl_idname = "wm.updatepreviewkey"
        bl_label = "Activate RMB"
    
        @classmethod
        def poll(cls, context):
            conf = context.window_manager.keyconfigs.active
            mapstr = "Node Editor"
            map = conf.keymaps[mapstr]
            try:
                map.keymap_items["node.updatepreview"]
                return False
            except BaseException as e:
                print(e.__doc__)
                print("An exception occurred: {}".format(e))
                return True
    
        def execute(self, context):
            conf = context.window_manager.keyconfigs.active
            mapstr = "Node Editor"
            map = conf.keymaps[mapstr]
            map.keymap_items.new("node.updatepreview", type="RIGHTMOUSE", value="PRESS")
            return {"FINISHED"}
    
    
    class PovrayShaderNodeCategory(NodeCategory):
        @classmethod
        def poll(cls, context):
            return context.space_data.tree_type == "ObjectNodeTree"
    
    
    class PovrayTextureNodeCategory(NodeCategory):
        @classmethod
        def poll(cls, context):
            return context.space_data.tree_type == "TextureNodeTree"
    
    
    class PovraySceneNodeCategory(NodeCategory):
        @classmethod
        def poll(cls, context):
            return context.space_data.tree_type == "CompositorNodeTree"
    
    
    node_categories = [
        PovrayShaderNodeCategory("SHADEROUTPUT", "Output", items=[NodeItem("PovrayOutputNode")]),
        PovrayShaderNodeCategory("SIMPLE", "Simple texture", items=[NodeItem("PovrayTextureNode")]),
        PovrayShaderNodeCategory(
            "MAPS",
            "Maps",
            items=[
                NodeItem("PovrayBumpMapNode"),
                NodeItem("PovrayColorImageNode"),
                NodeItem("ShaderNormalMapNode"),
                NodeItem("PovraySlopeNode"),
                NodeItem("ShaderTextureMapNode"),
                NodeItem("ShaderNodeValToRGB"),
            ],
        ),
        PovrayShaderNodeCategory(
            "OTHER",
            "Other patterns",
            items=[NodeItem("PovrayImagePatternNode"), NodeItem("ShaderPatternNode")],
        ),
        PovrayShaderNodeCategory("COLOR", "Color", items=[NodeItem("PovrayPigmentNode")]),
        PovrayShaderNodeCategory(
            "TRANSFORM",
            "Transform",
            items=[
                NodeItem("PovrayMappingNode"),
                NodeItem("PovrayMultiplyNode"),
                NodeItem("PovrayModifierNode"),
                NodeItem("PovrayTransformNode"),
                NodeItem("PovrayValueNode"),
            ],
        ),
        PovrayShaderNodeCategory(
            "FINISH",
            "Finish",
            items=[
                NodeItem("PovrayFinishNode"),
                NodeItem("PovrayDiffuseNode"),
                NodeItem("PovraySpecularNode"),
                NodeItem("PovrayPhongNode"),
                NodeItem("PovrayAmbientNode"),
                NodeItem("PovrayMirrorNode"),
                NodeItem("PovrayIridescenceNode"),
                NodeItem("PovraySubsurfaceNode"),
            ],
        ),
        PovrayShaderNodeCategory(
            "CYCLES",
            "Cycles",
            items=[
                NodeItem("ShaderNodeAddShader"),
                NodeItem("ShaderNodeAmbientOcclusion"),
                NodeItem("ShaderNodeAttribute"),
                NodeItem("ShaderNodeBackground"),
                NodeItem("ShaderNodeBlackbody"),
                NodeItem("ShaderNodeBrightContrast"),
                NodeItem("ShaderNodeBsdfAnisotropic"),
                NodeItem("ShaderNodeBsdfDiffuse"),
                NodeItem("ShaderNodeBsdfGlass"),
                NodeItem("ShaderNodeBsdfGlossy"),
                NodeItem("ShaderNodeBsdfHair"),
                NodeItem("ShaderNodeBsdfRefraction"),
                NodeItem("ShaderNodeBsdfToon"),
                NodeItem("ShaderNodeBsdfTranslucent"),
                NodeItem("ShaderNodeBsdfTransparent"),
                NodeItem("ShaderNodeBsdfVelvet"),
                NodeItem("ShaderNodeBump"),
                NodeItem("ShaderNodeCameraData"),
                NodeItem("ShaderNodeCombineHSV"),
                NodeItem("ShaderNodeCombineRGB"),
                NodeItem("ShaderNodeCombineXYZ"),
                NodeItem("ShaderNodeEmission"),
                NodeItem("ShaderNodeExtendedMaterial"),
                NodeItem("ShaderNodeFresnel"),
                NodeItem("ShaderNodeGamma"),
                NodeItem("ShaderNodeGeometry"),
                NodeItem("ShaderNodeGroup"),
                NodeItem("ShaderNodeHairInfo"),
                NodeItem("ShaderNodeHoldout"),
                NodeItem("ShaderNodeHueSaturation"),
                NodeItem("ShaderNodeInvert"),
                NodeItem("ShaderNodeLampData"),
                NodeItem("ShaderNodeLayerWeight"),
                NodeItem("ShaderNodeLightFalloff"),
                NodeItem("ShaderNodeLightPath"),
                NodeItem("ShaderNodeMapping"),
                NodeItem("ShaderNodeMaterial"),
                NodeItem("ShaderNodeMath"),
                NodeItem("ShaderNodeMixRGB"),
                NodeItem("ShaderNodeMixShader"),
                NodeItem("ShaderNodeNewGeometry"),
                NodeItem("ShaderNodeNormal"),
                NodeItem("ShaderNodeNormalMap"),
                NodeItem("ShaderNodeObjectInfo"),
                NodeItem("ShaderNodeOutput"),
                NodeItem("ShaderNodeOutputLamp"),
                NodeItem("ShaderNodeOutputLineStyle"),
                NodeItem("ShaderNodeOutputMaterial"),
                NodeItem("ShaderNodeOutputWorld"),
                NodeItem("ShaderNodeParticleInfo"),
                NodeItem("ShaderNodeRGB"),
                NodeItem("ShaderNodeRGBCurve"),
                NodeItem("ShaderNodeRGBToBW"),
                NodeItem("ShaderNodeScript"),
                NodeItem("ShaderNodeSeparateHSV"),
                NodeItem("ShaderNodeSeparateRGB"),
                NodeItem("ShaderNodeSeparateXYZ"),
                NodeItem("ShaderNodeSqueeze"),
                NodeItem("ShaderNodeSubsurfaceScattering"),
                NodeItem("ShaderNodeTangent"),
                NodeItem("ShaderNodeTexBrick"),
                NodeItem("ShaderNodeTexChecker"),
                NodeItem("ShaderNodeTexCoord"),
                NodeItem("ShaderNodeTexEnvironment"),
                NodeItem("ShaderNodeTexGradient"),
                NodeItem("ShaderNodeTexImage"),
                NodeItem("ShaderNodeTexMagic"),
                NodeItem("ShaderNodeTexMusgrave"),
                NodeItem("ShaderNodeTexNoise"),
                NodeItem("ShaderNodeTexPointDensity"),
                NodeItem("ShaderNodeTexSky"),
                NodeItem("ShaderNodeTexVoronoi"),
                NodeItem("ShaderNodeTexWave"),
                NodeItem("ShaderNodeTexture"),
                NodeItem("ShaderNodeUVAlongStroke"),
                NodeItem("ShaderNodeUVMap"),
                NodeItem("ShaderNodeValToRGB"),
                NodeItem("ShaderNodeValue"),
                NodeItem("ShaderNodeVectorCurve"),
                NodeItem("ShaderNodeVectorMath"),
                NodeItem("ShaderNodeVectorTransform"),
                NodeItem("ShaderNodeVolumeAbsorption"),
                NodeItem("ShaderNodeVolumeScatter"),
                NodeItem("ShaderNodeWavelength"),
                NodeItem("ShaderNodeWireframe"),
            ],
        ),
        PovrayTextureNodeCategory(
            "TEXTUREOUTPUT",
            "Output",
            items=[NodeItem("TextureNodeValToRGB"), NodeItem("TextureOutputNode")],
        ),
        PovraySceneNodeCategory("ISOSURFACE", "Isosurface", items=[NodeItem("IsoPropsNode")]),
        PovraySceneNodeCategory("FOG", "Fog", items=[NodeItem("PovrayFogNode")]),
    ]
    # -------- end nodes init
    
    
    classes = (
        ObjectNodeTree,
        PovraySocketUniversal,
        PovraySocketFloat_0_1,
        PovraySocketFloat_0_10,
        PovraySocketFloat_10,
        PovraySocketFloatPositive,
        PovraySocketFloat_000001_10,
        PovraySocketFloatUnlimited,
        PovraySocketInt_1_9,
        PovraySocketInt_0_256,
        PovraySocketPattern,
        PovraySocketColor,
        PovraySocketColorRGBFT,
        PovraySocketTexture,
        PovraySocketTransform,
        PovraySocketNormal,
        PovraySocketSlope,
        PovraySocketMap,
        # PovrayShaderNodeCategory, # XXX SOMETHING BROKEN from 2.8 ?
        # PovrayTextureNodeCategory, # XXX SOMETHING BROKEN from 2.8 ?
        # PovraySceneNodeCategory, # XXX SOMETHING BROKEN from 2.8 ?
        PovrayPatternNode,
        UpdatePreviewMaterial,
        UpdatePreviewKey,
    )
    
    
    def register():
        nodeitems_utils.register_node_categories("POVRAYNODES", node_categories)
        for cls in classes:
            register_class(cls)
    
    
    def unregister():
        for cls in reversed(classes):
            unregister_class(cls)
        nodeitems_utils.unregister_node_categories("POVRAYNODES")